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3dobs/shaders/vertex.glsl
2023-11-04 21:40:01 +02:00

36 lines
918 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;
out vec3 fragNormals;
out vec3 fragPos;
out vec2 texCoords;
out mat3 fragTBN;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat3 normalMatrix;
uniform bool useNormalMatrix;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0f);
if (useNormalMatrix)
fragNormals = normalMatrix * aNormal;
else
fragNormals = mat3(transpose(inverse(model))) * aNormal;
vec3 T = normalize(vec3(model * vec4(aTangent, 0.0)));
vec3 B = normalize(vec3(model * vec4(aBitangent, 0.0)));
vec3 N = normalize(vec3(model * vec4(aNormal, 0.0)));
mat3 TBN = mat3(T, B, N);
fragPos = vec3(model * vec4(aPos, 1.0));
texCoords = aTexCoords;
fragTBN = TBN;
}